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klem

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Everything posted by klem

  1. Sounds like a job for camp_triggers_init.lua Make a unit inactive under the right conditions? Return.AirUnitAlive("UnitName") -- returns amount of ready and damaged aircraft in unit or perhaps Return.TargetAlive("TargetName") --returns percentage of alive sub elements in target if above is false, deactivate desired unit/target:- Action.TargetActive("TargetName", boolean) = false or Action.AirUnitActive("UnitName", boolean) = false --boolean true sets unit active. false sets it inactive.
  2. If that is so I must always wait for a special deal to use my bonuses because I have everything in DCS that interests me (14 a/c, all maps, CA, WWII Assetts). Anything else will always be 'NEW' so either I have to forego my bonuses or wait until it is 'old' or wait for a deal. And if a year passes before a deal that interest me comes along or something 'New' becomes 'Old' I will lose my bonuses.
  3. BIGNEWY, sorry to raise this old thread but it is pertinent. For how long will a product be marked as 'New', particularly the Normandy+WWII Assetts package. I ask because I want to buy a second map for my server but hope not to be able to use bonus points. Meanwhile I have to run a server on my gaming machine.
  4. Your aspect ratio is wrong because it should be 'per screen'. Try 1920/1080 = 1.7777 @jaznitt it should do for you tooCopy/paste into a new 3Screen.txt file then rename it as 3Screen.lua
  5. I'd like to know please. I am familiar with running lua code and lua files in-game, is it like that?
  6. This is a logFile called by the Campaign's EventsTracker.lua and is created at mission end. It refers to the campaign Path so check your Campaign path in camp_init.lua under the init folder. If you simply downloaded and placed the campaign folder/files anywhere other than the original campaign path you must edit it to where the campaign now is.
  7. I'm sure you mean "stick right". You can leave it until down the takeoff run when the wings rotate slightly anti-clockwise as the left oleo starts to compress under the torque and the weight begins to come off the u/c. You just have to watch for it. I set my rudder trim with the word 'Rudder' at about eleven o'clock and manage the main swing on the rudder because it gives less rudder to un-trim, however I use a 10 turn (5 + 5) multiturn pot for trim wheels so whist it is good for trim sensitivity I have more work to do to trim/un-trim. I hope any trim changes for keys won't affect analogue trimwheels.
  8. The 'downloads' are in the first post. They are for three specific missions. You have to read the contained notes and adapt one of them for your own mission. It is not a simple process.
  9. Thanks MBot. So the mission duration does not cause the mission to end when it times out? It only sets the window for ETAs? My Escort cruise was lower than the bombers (!). I increased it above bombers and the Escort was generated - thanks again, something to add to my notes. By the way, ATO debug shows 6 AI B-17Gs as two groups of 4 + 2 under Pontiac callsigns but in F2 view I see 12 B-17Gs parked waiting to go, 6 Pontiac, 1 Enfield, 1 Springfield, 1 Uzi and 3 with two overlaid callsigns (Ford and Dodge). Is it generating twice the number of B-17Gs and are those last 3 B-17Gs actually 2 B-17Gs parked on the same spot making 15? The B-17Gs have 12 'ready' and the AircraftAvailable debug shows: EDIT: I meant to add that with about 50 aircraft sitting around waiting for their task time my frame rates have dropped dramatically. Is there a way of adding an option to have the aircraft spawn when they are needed and not before? I know this removes the opportunity to strafe waiting aircraft. I also notice that the Axis CAPs, with eta of 0, are not visible on the map or in F2. Is this deliberate or could they have failed to spawn?
  10. PLEASE make sure that any change relates only to the key/hat inputs. The axis adjustment is sensitive but ok.
  11. I hope you are not using flaps for anything except landing. Those 'barn door' flaps were only intended for increased drag, some small lift gain and pitch attitude change. I sometimes see guys taking off with Spitfrire flaps down. It's not realistic behaviour. :rolleyes: By the way, the instant action takeoff has a large crosswind component from, I think, 20 degrees starboard. Try making a simple mission with no wind or a direct headwind down the runway.
  12. MBot, I'm generating campaigns now (many thanks btw) but I notice that some sorties start very late in the mission duration window. Is there a way to encourage these to launch earlier? For example a B-17G sortie begins with an 'eta' (start time?) in the ATO debug file after 2 hours and it seems likely the mission will terminate before they even get to target. I understand the random nature of the generator but that seems a bit pointless. Also I cannot seem to get a P-51D 'escort' group to work. Even when the B-17G unit is set to 'self_escort = false' and the P-51Ds are set to 'escort = true' a sortie is not generated for them even though I set attributes to 'bind' them together. It is a very simple mission for learning purposes and only three specific allied units are used, the others (CAP and Sweep) are fine.
  13. Thanks MBot. I used the airfield data that (I think) Criostofer kindly posted and yes, the frequencies are not for WWII. Fixed now. Thanks again.
  14. I'm having the same problem. I see the script randomly assigns frequencies between camp_init min and max and although I have now set these to 250 to 255 to suit the English airfields I am using (Normandy map btw) I still am told the frequency assigned to my Player flight is invalid even though it is between those frequencies. It does not match the Tower frequency of the airfield it is being launched from but as the script does not seem to take airfield frequencies into account I assume that doesn't matter. Does anyone have any ideas why the frequency is being rejected?
  15. Thanks for your posts guys, shagrat especially for the explanations. I'm curious to know why only one card seems to use VRAM (as seen in nvidia inspector) when I am running them separately. Any ideas? My main hope is that the Normandy map will be improved considerably (I didn't have much trouble in the others). Or maybe they'll remove some of those wheelbarrows, hand carts, old renault cars, piles of dust etc :music_whistling: It's been an interesting journey.
  16. I have been trying to find a temporary solution to the low fps on the Normandy map. I know it will improve but I tried a few, to me unusual, ideas. My configuration is three 27" 1080 screens in surround plus one below for cockpit instruments, all in-game (not Helios). These I prefer to run as 3 screens (Left, Forward, Right) plus instruments (Forward/Down) below. I don't like 1 screen across three monitors. So that's four separate views and a lot of work for the GPUs and I was getting around 15 fps in Normandy. I took the 2 GTX980s out of SLi, reconnected a DP monitor (Fwd view) and an HDMI (Instruments) to GPU #1 and the Left, Right monitors to GPU #2. Fps jumped to around 24. I then removed the SLi bridge and it jumped again to 28-30. Not great but adequate for now and quite smooth. I re-checked this twice and same result. I'm really surprised at that. Anyone else experienced the same or can explain it? btw I still only see on GPU using it's 4Gb memory in 'Nvidia experience', as with SLi the other doesn't show much usage.
  17. I know you're all thinking it. "I'm glad it's not just me".
  18. +1. It was only relevant during the Vista/Win7/coming Win10 days. I don't think it really served any real purpose other than passing interest. ED were only ever going to move forwards with new versions of windows in mind whilst trying to maintain compatibility with older versions but they will and must fade away. Interesting but no more than that and I think I'll unsubscribe now.
  19. Well, that's why I'm making a WWII template map with a few extra buildings in it. I can use it as a basis for missions. I suppose I should really be concentrating on mission building in what we have .... but I'm easily distracted :)
  20. :thumbup: Thank you !
  21. He may have made a mistake but I feel for him. Don't forget that some of the advice was to go into the registry and change things. This has not been handled well and I am down several activations even after being 'given' two. It should have been re-issued 'clean'.
  22. Thanks but that wasn't what I wanted to know. I want to create a Template mission map for Normandy with a few towns etc in England amd perhaps Paris (just off the map) and I would like to use the houses etc we see on the Normandy map where there are towns. There are none like those buildings in in the ME. The only way seemed to be to extract and edit the mission file from the .miz file and hand edit it with different house types/names that are not in the ME. I know what they are called in the map towns, I have extracted them, but can't seem to use them.
  23. Is it possible to use map objects that are not on the ME list of, say, static objects? I am thinking of object types like CHURCHLSM, RURALHOUSE13, etc. because the house types on the static lists are very limited not to say unattractive. I tried editing in CHURCHLSM in place of the Air Show cone I had placed but it didn't work. I may have overlooked something.
  24. Caucuses: http://wiki.hoggit.us/view/Airport_Charts_(incl._Freqs,_TACAN,_ILS) Normandy/NTTR - no idea
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